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Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.scaleX = 1.0;' Line Number: 39
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Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.scaleX = 1.0;' Line Number: 39
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Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.scaleX = 1.0;' Line Number: 39
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Please fix the bug: 'container is not defined' in or related to this line: 'container.x = 1024;' Line Number: 60
Code edit (4 edits merged)
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Replace the entire game.update function with the following corrected version: game.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.x += e.speedX; // Remove if offscreen if (e.x < -300 || e.x > 2048 + 300) { var index = enemies.indexOf(e); if (index !== -1) enemies.splice(index, 1); e.destroy(); continue; } // Check for attack hit if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i); } } }; function handleEnemyHit(enemy, index) { LK.getSound('slimedeath').play(); // Cancel bounce tween if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function () { tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function () { // Ensure removal and score update happen once if (enemies.includes(enemy)) { enemies.splice(index, 1); enemy.destroy(); incrementScore(); } } }); } }); } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Do This Update your functions like this: 1. Set up the score system var score = 0; var scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; LK.gui.top.addChild(scoreTxt); // ✅ Add to GUI, not to main game layer 2. Split logic into two separate functions function incrementScore() { score++; updateScoreDisplay(); } function updateScoreDisplay() { var shadow = scoreTxt.findChildByName("shadow"); var text = scoreTxt.findChildByName("main"); if (shadow && text) { shadow.text = String(score); text.text = String(score); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function () { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } else { console.warn("⚠️ Score text children not found."); } } 3. Enemy destruction logic Replace this part: score++; // Step 1 updateScoreDisplay(); // Step 2 With this: incrementScore(); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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You increase the score variable and call updateScoreDisplay(), but your updateScoreDisplay() function never increments the score — it just updates the visual. You call updateScoreDisplay() in the wrong places — it’s confusing whether it should increase the score or not. Possibly some enemy containers are reused or destroyed before display is updated, especially if destroy() or tween().onFinish runs async. fix it
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do this: // ❌ Don't pre-increment the score before gameplay updateScoreDisplay(); // ← remove from initialization/setup
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do this: onFinish: function onFinish() { score++; // ✅ Increment only here updateScoreDisplay(); // ✅ Then update visuals var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); }
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DO THIS: /**** * Score Setup ****/ var score = 0; var scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; // Add score text after background, before other game elements game.addChild(scoreTxt); function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); shadow.name = "shadow"; shadow.anchor.set(0.5, 0); shadow.x = 4; shadow.y = 4; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, fontFamily: "Arial" }); text.name = "main"; text.anchor.set(0.5, 0); var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(text); return container; } function updateScoreDisplay() { var shadow = scoreTxt.children[0]; // shadow var text = scoreTxt.children[1]; // main text if (shadow && text) { shadow.text = String(score); text.text = String(score); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } else { console.warn("⚠️ scoreTxt misconfigured:", scoreTxt); } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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🟩 Step 1: Only use game.addChild(scoreTxt) game.addChild(scoreTxt); // ✅ This one works with your layering ❌ Step 2: Remove this line entirely // LK.gui.top.addChild(scoreTxt); ❌ remove this 🟩 Step 3: Ensure it's drawn after the background game.addChild(bg01); // ⬅ background game.addChild(scoreTxt); // ⬅ score goes after so it's on top
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LK.gui.top.addChild(scoreTxt); game.addChild(scoreTxt); // ❌ remove this one
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score++; // ❌ this is redundant (already inside updateScoreDisplay) updateScoreDisplay(); // ✅ correct
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remove the manual score++ in the enemy destroy block.
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Please fix the bug: 'TypeError: scoreTxt.setText is not a function' in or related to this line: 'scoreTxt.setText(score); // Ensure the score text is updated' Line Number: 479
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the score doesn't increment when an enemy is destroyed nor is it updated, fix it
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the score doesn't increment when an enemy is destroyed, fix it...
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THE SCORE DOESN'T INCREMENT, FIX IT
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the score is behind bg01, fix it, bring it to the front
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container.x = 1024; container.y = 50; That’s right at the top center. But your canvas might not start at (0, 0) — so try pulling it down to make sure it’s visible: js Copy Edit container.y = 200; // or even 300
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To ensure the score is visible, add it after everything else like this: js Copy Edit // At the very end of your setup game.addChild(scoreTxt);
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ // Init Game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var score = 0; // ✅ Define score FIRST var scoreTxt = createScoreText(score); // ✅ Then use it // game.addChild(scoreTxt); // ✅ YES, this works with your layout LK.gui.top.addChild(scoreTxt); // At the very end of your setup game.addChild(scoreTxt); updateScoreDisplay(); // 👈 test it immediately scoreTxt.scaleX = 3; scoreTxt.scaleY = 3; function updateScoreDisplay() { score++; var shadow = scoreTxt.children[0]; // shadow var text = scoreTxt.children[1]; // main text if (shadow && text) { shadow.text = String(score); text.text = String(score); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } else { console.warn("⚠️ scoreTxt is misconfigured:", scoreTxt); } } // Assets LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); game.addChild(scoreTxt); // Ensure scoreTxt is added after bg01 to bring it to the front // Petals var petals = []; for (var i = 0; i < 50; i++) { var petal = new Container(); var petalSprite = petal.attachAsset('petals', { anchorX: 0.5, anchorY: 0.5, rotation: Math.random() * Math.PI * 2 }); petal.x = Math.random() * 2048; petal.y = Math.random() * 2732; petal.speedY = Math.random() * 2 + 1; petal.speedX = Math.random() * 2 - 1; petal.update = function () { this.y += this.speedY; this.x += this.speedX; if (this.y > 2732) { this.y = -50; this.x = Math.random() * 2048; } }; petals.push(petal); game.addChild(petal); } // Player setup var player = new Container(); var visualContainer = new Container(); // Inner container var playerSprite = visualContainer.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); visualContainer.name = 'visual'; // so we can find it later player.addChild(visualContainer); player.x = 1024; player.y = 2732 - 250; game.addChild(player); function startBreathingAnimation() { tween(player, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: startBreathingAnimation }); } }); } function startTiltAnimation() { tween(player, { rotation: Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: -Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: startTiltAnimation }); } }); } }); } startBreathingAnimation(); startTiltAnimation(); var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; var attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); game.addChild(attackCol); attackCol.visible = false; // hide initially function swapPlayerVisual(newVisualId, x, y) { var flip = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; var onDone = arguments.length > 4 ? arguments[4] : undefined; // Find existing visual container var visualContainer = player.findChildByName('visual'); if (visualContainer) { // Remove old visual sprite visualContainer.removeChildAt(0); } else { // Create new visual container if it doesn't exist visualContainer = new Container(); visualContainer.name = 'visual'; player.addChild(visualContainer); } // Attach new visual sprite playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); visualContainer.scaleX = flip; player.x = x; player.y = y; // Special case: jump visual includes a jump collider if (newVisualId === 'player_jump') { var jumpCol = LK.getAsset('jumpcol', { anchorX: 0.5, anchorY: 0.5, x: x, y: y + player.height / 2, alpha: 1 }); game.addChild(jumpCol); tween(jumpCol, { y: jumpCol.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(jumpCol, { y: 2732 - 250 + player.height / 2 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { return jumpCol.destroy(); } }); } }); } if (onDone) { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } } // Main input handler game.down = function (x, y) { if (isSequenceRunning) { return; } // 🦘 Jump input (upper 2/3 screen) if (y < 2732 * 2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // 💨 Create dust particles on jump for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + Math.random() * 100 - 50, y: player.y + Math.random() * 100 - 50 }); game.addChild(p); tween(p, { alpha: 0, x: p.x + Math.random() * 200 - 100, y: p.y - Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { return p.destroy(); } }); } tween(player, { y: player.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { y: 2732 - 250 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { // 💨 Landing dust for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + Math.random() * 100 - 50, y: player.y + Math.random() * 100 - 50 }); game.addChild(p); tween(p, { alpha: 0, x: p.x + Math.random() * 200 - 100, y: p.y + Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { return p.destroy(); } }); } isJumping = false; swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); var visual = player.findChildByName('visual'); if (visual) { // Get current direction (1 or -1) var direction = visual.scaleX < 0 ? -1 : 1; // Apply stretch relative to facing direction tween(visual, { scaleX: direction * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(visual, { scaleX: direction * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } } }); } }); return; } // ⚔️ Attack input (bottom 1/3) isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; // Phase 1: player_attackf01 swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); LK.getSound('retroslash').play(); // 🌟 Apply stretch var visual = player.findChildByName('visual'); if (visual) { tween(visual, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(visual, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } LK.setTimeout(function () { // Phase 2: player_attackf02 swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); // Create slash collider attackCol.x = flip === -1 ? 874 : 1174; attackCol.y = 2732 - 250; attackCol.scaleX = flip; attackCol.visible = true; // End attack LK.setTimeout(function () { if (attackCol) { attackCol.visible = false; } swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); isSequenceRunning = false; playerState = 'idle'; }, 250); }, 250); }; function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); shadow.name = "shadow"; shadow.anchor.set(0.5, 0); shadow.x = 4; shadow.y = 4; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, fontFamily: "Arial" }); text.name = "main"; text.anchor.set(0.5, 0); var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(text); return container; } // ✅ Enemies array var enemies = []; function spawnEnemy() { var e = new Container(); var gfx = e.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); // Random spawn from left or right var fromLeft = Math.random() < 0.5; e.x = fromLeft ? -gfx.width / 2 : 2048 + gfx.width / 2; e.y = 2732 - 225; e.speedX = fromLeft ? Math.random() * 4 + 2 : -(Math.random() * 4 + 2); gfx.scaleX = fromLeft ? 1 : -1; // Bounce animation var baseY = e.y; var bounceTween; function bounce() { bounceTween = tween(e, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function onFinish() { bounceTween = tween(e, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } e.bounceTween = bounceTween; bounce(); enemies.push(e); game.addChild(e); } LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000); // Random interval // ✅ Game loop game.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.x += e.speedX; // Remove if offscreen if (e.x < -300 || e.x > 2048 + 300) { e.destroy(); var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); continue; } // Check for attack hit if (attackCol.visible && e.intersects(attackCol)) { LK.getSound('slimedeath').play(); // Cancel bounce if (e.bounceTween && typeof e.bounceTween.cancel === 'function') { e.bounceTween.cancel(); } tween(e, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { tween(e, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(e, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { updateScoreDisplay(); // Increment and update the score display var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); } }); } }); } }); } // Optional: game over on collision with player (optional, restore if needed) // if (e.intersects(player)) { // LK.showGameOver(); // } } }; Container.prototype.findChildByName = function (name) { for (var i = 0; i < this.children.length; i++) { if (this.children[i].name === name) { return this.children[i]; } } return null; }; Container.prototype.findChildByName = function (name) { for (var i = 0; i < this.children.length; i++) { if (this.children[i].name === name) { return this.children[i]; } } return null; };
===================================================================
--- original.js
+++ change.js
@@ -456,9 +456,8 @@
}, {
duration: 100,
onFinish: function onFinish() {
updateScoreDisplay(); // Increment and update the score display
- // scoreTxt.setText(score); // Ensure the score text is updated
var index = enemies.indexOf(e);
if (index !== -1) {
enemies.splice(index, 1);
}
high definition super nintendo background of a japanese sakura tree forest Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d snes dust particle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
silver coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
snes white feather. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
white 3d questionmark with a shadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
caligraphy paper front facing flat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the letters 'Ready' in 3d with a japanese cartoon cherry blossom flair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
picture of a cute enemy slime monster inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
picture of a cute fat and large enemy slime monster inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
picture of a cute enemy slime monster wearing a shield infront of its face inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
picture of a cute massive enemy king metal slime monster inspired by dragon quest and ragnarok online.. In-Game asset. 2d. High contrast. No shadows